#nms-modding
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Any way to increase 1st person fov?
I know you can for at least 3rd person in the file, didn't feel like it adjusted 1st though
Yes. In the same file.
Attention!
Anyone who runs a potato, toaster, cheapie, budget, chintzy, cut-rate, dime-store, whole-sale, or cheapo PC...this might be for you.
(Not planning on official release)
PotatoLOD - adjusts LOD settings for spaceships, frigates, and freighters (exterior) for FPS gain.
I also put GrassFix here too because it's my other FPS mod.
GrassFix - adjusts LOD settings for grass... for FPS gain.
sorry for asking too much, but is there any .lua file available? i'm using the decompressinator, i'm afraid it won't work with the custom repacked .pak
it will
I don't use LUA
As long as it's named to load after ... decompressinator then both will work right.
As a matter of fact, all your mods should be made to load after decompressinator .... although some might not need to. It wouldn't hurt to load all after though if you don't know which ones should.
I'm p sure decompressinator just literally replaces vanilla paks
hence its replacement of bank sigs
you should worry about AMUMSS not being able to fetch the files from the new paks before pak mods not loading
(you shouldn't worry at all)
Oh it's replaces them... like not as mod files, but literally replaces the originals?
So it's basically Psarc tool.
Alright, thanks for the heads up ๐
There is already an Lua for the grassfix mod, BUT I have not yet checked if anything has changed in the new version. I'll be looking at PotatoLOD to write an Lua for it, probably tomorrow. I'm still updating the Luas for the rest of the DUDs mods, which were updating early this morning.
Thank you, babscoole!
They'll be in here, https://github.com/MetaIdea/nms-amumss-lua-mod-script-collection/tree/main/Babscoole/JasonDudes Mods . May or may not do an upload tonight, with what I have finished for 5.03, see how far I get before I have to pass out.
those should be the ones
you need to add 20 to your desired FOV value to get the FOV you want in game
I really need help because i cannot see the files that i need to replace
If someone is patient enough and free to hop into a call to guide me through this i would really appreciate it
Please help ;-;
No one's gonna hop in voice because it makes all other capable people unable to help
Ah damn
If you need help in making a mod you're free to join the modding discord
!moddinglink
Then just write down your questions in detail
but im trying to find the files to replace and i cannot find them
they are just not in my game files
You need to put in more detail than that
Okay so. I asked about how to mod and replay the expeditions for the rewards by myself. You said to go by this link and follow instructions there. https://github.com/leodium/leodium-ReLive-NoMansSky-Expeditions-Offline
i did
but i cannot find the files that i need to replace for it to work
i'm following all the steps but i don't see the files
Step 02 : Download the "SEASON_DATA_CACHE.json" file from the cache directory of the Expedition you want to redo.
Step 03 : Replace the file in your [cache] directory with the one you've just uploaded
๐๐ป Steam PC : %APPDATA%\HelloGames\NMS\cache
i cannot find the cache
it's just not there
no. i don't want to break anything. will that work?
I dunno
:(
But I know it doesn't break anything
And if you don't want to try I hope you're content with accepting you can't play the expeditions
If you're so scared about breaing suff you should make a backup of the NMS folder
So you have a copy of your saves unaffected
okay i'll try. where do i create the folder? and do i just call it "cache"? in the gamedata?
In the path the github page told you to place the file
You are looking at NMS install directory
The files for expeds go into local save directory
Are you sure you have been looking at appdata?
Totally different path
that's the only thing i have
Lmao
:(
You should try to follow the paths the tutorial tells you to
Copy %APPDATA%\HelloGames\NMS\cache
!faq-savefiles
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to view info below, enable embeds
Steam 
%appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
GoG 
%appdata%\HelloGames\NMS\DefaultUser\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_<your steam ID>/
When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
And then paste it onto your link field in your windows explorer
Hit enter
This is what you need, not the game install directory
And it should bring you there
ok give me a second
If you don't know what appdata is you can google it to see what it is as well
nothing. it says that it's not found. i even looked over it manually but nothing
maybe it's because i have it instaled in the D: and not C:
Irrelevant
but i honestly don't know
Go into windows explorer, click on address bar, delete everything, type on %appdata%, hit Enter
^
Then navigate down to HelloGames, then to NMS folder
You absolutely have an appdata folder at least
YES! FOUND IT! THANK YOU PEOPLE!
GOD BLESS YALL!
LIVE LONG AND PROSPEROUS!
okay now another question before i do the editing
should i copy the original season JSON and save it to put it back after i'm done with everything?
If you want to
not modding specifically but i need the saves from my xbox into my pc
is it fine if i already bought the game on steam abd just need to transfer the saves,or do i need to shift tge whole game(?) ibhave no clue
First of all, you will require Game Pass Ultimate to sync your save files to the Cloud to gain access to them on PC. After you have them on PC, you can use NomNom (Save Editor) to transfer to Steam.
!faq-savefiles
-#
to view info below, enable embeds
Steam 
%appdata%\HelloGames\NMS\st_<Steam64ID>\...
Game Pass 
%LocalAppData%\Packages\HelloGames.NoMansSky_bs190hzg1sesy\SystemAppData\wgs\...
GoG 
%appdata%\HelloGames\NMS\DefaultUser\...
Linux & Steam Deck 
$HOME/.local/share/Steam/steamapps/compatdata/275850/pfx/drive_c/users/steamuser/Application Data/HelloGames/NMS/st_<Steam64ID>/...
Mac 
/Users/<yourname>/Library/Application Support/HelloGames/NMS/st_<your steam ID>/
When sharing saves in a report to Hello Games, it is best to create a package/archive of the full folder shown for your platform above (.zip/.rar).
so theres no such thing as directly accesing the files from xbox?
Not from the console, no, it will require the Cloud
We cannot and do not support this
i see
So basically on your own for that matter
thanks anyway
Does the gumsk gbase boundary mod need to be paired with the exosolar beyond mod to be usable? or is it standalone?
It's standalone, but I probably need to update it. Hoping to get some updates out today
They have different feature sets, making changes in different game files.
The changes one makes the other cannot do and vice versa
Awesome
And where it says in the nexus descrip โscaling increased from 1/4, 3 -> 1/10, 5โ does that mean scaling construction objects or is it referring to something else?
Buildable objects sizing ranges are extended, both smaller and larger
Using beyond Base Building with it enables scaling on a bunch of items that normally don't allow it, FYI
Caveat, I always mention, be very aware that scaling too big or small will break snapping. Even vanilla scaling will do this. Nothing mods can do to fix it, part of the base code of the game. Scaling is dynamic, snaps are staticly placed. Do not and cannot move as the object is scaled, so the snap points wind up being far away or buried within an object as you scale smaller or larger, respectively.
Those who scale alot learn to free place well. ๐
Best solution I've come up for that kind of thing is either turning on free base power or modding the items to not require power
Awesome feature, gonna try it
Dam
Is it possible to do the save edit thingy yall do on pc on an upgrade?
Could you clarify what you mean?
You have to change the seed of the upgrade with a save editor
You can't change the stats directly
Mkkk
The former is updated with the compiler, the latter is broken
shame, so how can i get the models?
Wait a few weeks I guess
NMSDK is getting properly fixed so you should be able to use it by then
So is model viewer but not sure if it obj export will be fixed by then
alright tysm
https://discord.gg/22ZAU9H Discord, #model-viewer channel. There's a beta version posted, which is working with NMS 5.x. Check the stickies in the channel for the link
i want to use this mod to get previous expedition rewards but ive never modded this game before and wanna know if ill get banned or shadowbanned and if the things will be available to see for other players
https://www.nexusmods.com/nomanssky/mods/2062?tab=description
You don't get banned from anything
All rewards are vanilla stuff and vanilla stuff are no different than other vanilla stuff you may get from official means
ok i see ty
This is modding chanel for No Man's Sky
Stay on topic and follow channel rules
any mods that change the ship's HUD color? I can't seem to find any of Nexus that are properly up-to-date, but I may have missed some
PSA:
For anyone using DUD'S SKY - COLORS, please download v503-B.
(Fixed issue with storm timing.)
@round sinew
ty jason :))
Thanks I hated getting storms every 2 minutes
@steel crypt hey, i'm really curious, since NMS's modding are mostly changing values, rather than adding something, how can DUD's SKY, for example, add various things?
it's adding existing stuff that are present in other places of the game
so the various colors is already in the game?
No they are added.
It uses an existing system.
But it adds colors.
Ship headlights:
Uses existing lights system for models. Uses existing trigger systems. None of which are on ships normally.
The idea is there must be an existing system in game that can be used and manipulated for something else. Or an existing system can be expanded.
ah ok, i see. so in theory, how one can actually add a sky colors? do you need to add a color variable (like RGB value), or a file containing color?
AND, these adds are only seen by players with the mod. Not synced, so doesn't break MP
Just like DUD Skies or Exosolar Stratos does. Add a palette to the correct game file, in the correct format, not violating structure of the file.
Don't just add a color, you're adding a palette.
This is a palette for day sky
so is this palette is a bunch of RGB value, or an independent files?
ah alright, so it's like adding value
Some palettes files you can add gobs of new palettes. Others are fixed size arrays. Can't add, only replace existing.
True but with 64 color arrays, there will be some arranged for use of 1 color or 16 colors etc. In those cases you can add because there are a lot of repeated colors.
True enough, in some cases
has anyone tried the increase drawdistance from nexus? does it still work today?
@velvet vigil
No gifs in this channel please
How do I mod again
hello i'm trying to finish the starbirth missions. is there a mod i can get to eliminate wait times?
Search "timer" on Nexus Mods
thank you
Just make sure to pick mods that were updated to the latest version of the game
!faq-modding
-#
to view info below, enable embeds
โข [How to enable and install mods:](#nms-modding message) #nms-modding message
โข Learn how to use AMUMSS to compile mods
โข [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image ยป
โข Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
Mod works
Mod installed
If you see a mod warning screen when you start the game then mods are being loaded
Delete Disablemods.txt
Read through it again if you have already
Does a anyone know what the "Moddding Console" is??
I was exploring in the files when I found it
Also side note I suck at scaling glitches so is there a way I can change the max variable of scaling?
Yes. It's for HG employees only. Unless you are enployed by them will do nothing.
Ohhh ok
Use the mod called gBase Boundary. Allows to scale more (smaller and larger) than allowed in vanilla.
Just be aware, scaling breaks snapping, so free placement will become a good friend to you
Currently I'm changing a .Lua file to help me get a damn S class pirate freighter lmao
Yeah I just want a large decorative structure for my moon base I got
can I play multiplayer games while using mods?
Yes
thank you
With NMS, mods are local, changing the game files on your system. So you and others may not see things the same way as each other, unless running the same mods.
do I still get achievements with mods?
As far as I've been able to tell, Steam doesn't care either way and can still get achievements.
Hi, where do i have to put .lua files?
there too? X:\SteamLibrary\steamapps\common\No Man's Sky\GAMEDATA\PCBANKS\MODS
No, LUA scripts are used only to compile mods using a tool called AMUMSS
uh sad, gonna install from there. Doesn't it work w vortex?
The actual mods that can be used by game are PAK files
Hard to say since 1) AMUMSS is a different kind of tool
- general recommendation is not to use any mod manager with NMS
Alright! thanks for the information gonna do that
-#
to view info below, enable embeds
โข [How to enable and install mods:](#nms-modding message) #nms-modding message
โข Learn how to use AMUMSS to compile mods
โข [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image ยป
โข Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
1st and 2nd link should get you started
I've got a ton of mods, they've never done this to me before. Any ideas? Every mod I have is a tested and working mod, but I stepped away from the game for 6-8 weeks, updated through Vortex, and this is what I get. Has anyone else seen this or something similar? Please let me know, as the game is now unplayable. Thanks in Advance!
Potential culprits are mods that change the UI Globals file
Check mod descriptions on Nexus
Yep, you've a mod which changes GCUIGLOBALS.GLOBAL.MBIN, that hasn't been updated to current. One of many reasons its' recommended not to use mod managrs, like Vortex, for NMS.
I mean it's not the mod manager's fault, the same could be done if you grab an outdated mod manually
It's just a matter of using mods that are up to date with current game version
Relying on MMs is another can of worms but yeah, generally not recommended
!faq-modding
-#
to view info below, enable embeds
โข [How to enable and install mods:](#nms-modding message) #nms-modding message
โข Learn how to use AMUMSS to compile mods
โข [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image ยป
โข Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
Use the Nexus link to grab mods from recently updated section
Thanks, @fresh arch and @solid hawk . Putting them back in slowly to figure out the culprit. I'd also like to say THANKS for all of your mods!
Get AMUMSS. Can use with the lua scripts, most mods have, to self update mods to current and can combine mods that conflict with each other
And if a mod doesn't have a LUA script, it means a certain individual is slacking ๐
In this case either Gumsk or Lo2k, with the two mods specified.
I fired a canonball at the man and he didn't even see it
This is a very "friendly fire" comment ๐
So how do i edit my save to give myself back all the expedition rewards i lost due to a tech issue with steam cloud? Rather not go through a lot of waiting for a chance to get the rewards from past expeditions.
Using mods would be prolly a more straightforward option
Well i use consumerism to have assume to rewards i didnt have with quicksilver but i have nothing now
guess i can just work hard and get alot of quicksilver
Yeah I think those mods let you get the rewards for current save
If you want them account wide, then save editing will be required
See this post then: #nms-modding message
This can also be save edited...
Also, looks like service bot has all expedition items.
It has but it's currently under construction and available only to paid Patreon users
didnt even know the NMS service app bot thing was a thing
i heard of save editiors just didnt know where to get
There are two, from Goat Fungus and nomnom. Both do pretty much the same thing.
FriendlyFire already pointed me in teh direction via a past comment. Downloaded it minutes ago. but thanks.
Thank Atlas for modders who know how to code save editiors
Question: how much of a PITA would it be to create a mod that allows searching uploaded player bases shown in the Anomaly teleporter for key words? Or search/sort based on stats like star color, biome, or sentinel type?
In the words of wise Winder: can't
Mods can't add new functionality to the game
We can only change values on predefined parameters hosted in tables in static files that are loaded on startup
No way to add new parameters / logic / functions etc.
That's what I thought, but figured it wouldn't hurt to ask.
This is a super helpful way of putting it. Thank you!
Or put in another way
"Modding NMS isn't about changing what you want to, it's about changing what we are allowed to"
"This ain't Skyrim"
Oh no, doesn't hold a candle to modding of Bethesda titles
I ran into a bug with my exocraft npc last month, and was about to go into the JSON to try to fix it. The update that dropped that day fixed it for me.
But the entire time I kept thinking, "If this was Skyrim I could have fixed this with a console command..."
what program is used for save editing?
I want to rename my voltaic staves but keep the greek letters
https://nomanssky.fandom.com/wiki/Third-Party_Tools
There are two, from Goat Fungus and nomnom. Both do pretty much the same thing.
You can also find links to save editors in pinned messages
would I also be able to take my current file off of permadeath or at least ease off the inventory restrictions?
You'd be able to make it any other type of save, yes. And you could play around with your inventories however you want.
epic
I'll save crazier mods for a different playthrough, I just want to rename my staves and turn off stack limit
Stack limit is governed by save type. So editing your save out of PD will make the stack limits the limits for Normal saves (or whatever you choose). If you want larger stacks, you'll need to grab a mod.
got it
@turbid mango I recommend making a backup prior to any edits, just in case. Also be aware that altering game mode through save editing, requires paying attention to several locations in the save data. Especially changing between game modes that use a different GameMode value.
There are quite a few difficulty settings present in the save data as well. Stack sizes is one of them actually, although not in terms of a value, but defined with 'High, Normal, Low'. The image included shows the defaults.
Should be able to adjust many of the settings via the in-game Difficulty Settings menu
For those, no need to risk save editing or modding
Is there a star wars mod?
not on permadeath preset
If you make one there is, else no Star Wars overhaul.
Shame. Only played PermaDeath a couple of times and that was before Difficulty Settings were added.
Makes sense though, keeping the difficulty higher for those wanting to play risky.
@chearfreak hello sir
Does anyone here know, why my loading screen looping all the way after I use decompressinator mod from Nexus Mod
Does anyone here know? how to fix looping loading screen? been waiting for 30 minutes, and still looping planetary looping
- Keep waiting until it loads
- Decompress again
- Not using it
May also wanna try verifying fame integrity on steam
Could also be caused by trying to use an outdated mod
If you play with actual PAK file mods, make sure those have been updated to latest game version
it still so long to waiting, in normal i just waiting for only 10-20seconds, but lately I need 30minutes, and looping all the way so long....
any suggestion to end this endless looping, LoL
just make sure the MOD still updated
God, I miss my frigate and its crew in behalf
Hey, quick question about load order. Does the game load mods in ascending order from the mods folder? Like is it from the top to the bottom or is it the other way around?
Ok, so descending order
Start pulling out mod .paks one by one until issue resolves, so you can narrow down the culprit.
Only time I've had this happen to me was almost three years ago. HG added a bunch of new game files necessary for a certain type of mod to work correctly. We mod makers saw the new files and added applicable entries to the new game files for our mods to work. Then for two months our mods then caused the game to take 30-45 minutes to load. Lots of troubleshooting, trying different things, tearing out of hair. What was wrong? We missed adding needed entries to one new game file. That new entries were found in the other new files, but not this one, caused the game to do a long slow double check, one by one, for thousands of entries.
So, may very well be something new is missing in one of the mods you use, even if already updated for 5.03, and the author hasn't realized it yet. HG doesn't let us know what's changed or how game files interlink with each other. That's for mod authors to figure out, as a community or on their own, so sometimes HG throw us a non-obvious curveball.
I've had that happen from a mod using an outdated GalaxyGlobals file
The game didn't crash, it just got stuck loading forever after opening a save
funny thing is it still somehow rendered the galaxy on the loading screen lol
how do i edit my save file for the old expedition stuff
alternatively, there are mods to make them earnable in-game
https://www.nexusmods.com/nomanssky/mods/2062
https://www.nexusmods.com/nomanssky/mods/2996
Unlocks Expedition, Twitch, and Community Rewards for purchase in the Quicksilver shop
what is this and how do i use it?
It's the github of one of the best NMS save editors, follow the installation and set it up and you can just tick each expedition reward in the "Account" section one by one, making it as if you previously completed them and can claim their rewards on all saves
ah alright
does modding the game turn off multi player?
No, though the offline expedition one may require turning multiplayer off or something
so i can still play with people while my game is modded?
Mods normally don't change multiplayer and can never disable achievements
I've been doing it for years with small and large ones alike, no mod is too big to break multiplayer, y'all will just see different things if it comes to that
so i can still incounter people that arent modded while modded?
!faq-modding
-#
to view info below, enable embeds
โข [How to enable and install mods:](#nms-modding message) #nms-modding message
โข Learn how to use AMUMSS to compile mods
โข [Mods do work in Multiplayer:](#nms-modding message) #nms-modding message
Always check the correct path and contents of the MODS folder! Example Image ยป
โข Game updates can break mods - check if your mods have been updated: https://www.nexusmods.com/nomanssky?tab=updated
If you experience any glitches or bugs, please remove or disable all mods and try again before reporting to HG or asking in #nms-questions.
Yes, and vice versa
is the old expedition labeled expd
All expedition rewards start their IDs with EXPD, if you're talking about the save editor
Thank you
On the account section, just hunt for what you desire to mark as unlocked and it'll be at the Quicksilver Synthesis Companion
Alright thank you
how do i tell if it worked?
You open the game and talk to the Quicksilver Synthesis Companion, then ask about Expedition Rewards
Also remember to save your changes in the Save Editor
one of my mods doesn't seem to work anymore. Was there a recent update?
The latest update was on July 30th
is there a mod that increases the amount of ships i can have
I'm not sure why it's not working then
You might like this one, it lets you store starships inside it and also transfer them to other saves (it's an external program but a fun one) https://www.nexusmods.com/nomanssky/mods/2953
(this isn't meant to be open at the same time as NMS)
easy to use?
Quite! It has a UI that emulates how the game's look
found the problem. It was another mod conflicting
Always something to look for lol, also AMUMSS mod combining helps
can i store multi tools in it too?
I think so
The names of each feature aren't that intuitive and are usually silly puns and made up corporation names
all i need to do is download?
I believe so, it's not technically a mod but a program that interacts with your saves
It's free, just grab DNA, try and see what's in there. ๐
how do i make it full screen
I don't think that's an option sadly
It has instructions on how to use it at the same time as the game
so i should have the game closed while i use it more easy
Yes, though the instructions here would act the same way. There's no danger besides not having the changes reflect properly
looks like a dipin my toes in to mods
I use too many lol, or not enough
I just like the game being a better game, I'm crazy about tiny fixes and stuff mostly
what kind of mods are out there
https://www.nexusmods.com/nomanssky/search/?BH=3 you can look!
never thought there would be so many
Mostly each fixing tiny little issues with the game, also almost all mods can be combined using AMUMSS to be compatible with eachother and updated for the latest versions
amusmss?
a mod manger
it's a little complicated, but it's why every mod comes with a .lua file along with the pak
kind of, but without a UI
ah
drag mod luas into modscript and press the buildmod.bat, those are the two important things you do with it
intresting
Whenever a new update drops, it's easy to just use it and make them work with the new version. This usually just goes for hotfixes
Bigger updates may take time for them to rewire AMUMSS to how the new update works, so a few days of no mods after any big ones is expected
I don't think you can get more than the usual 18
plus eggs count as extras, I think there's a limit to those too
i mean how to unlock the ones you can have
Just give yourself the nanites to do it if it's not obvious
wdym if its not obvious
Like if there's not a dedicated "unlock pet slot" feature
ah ok
it gets up to 20,000 per slot so give yourself like 200,000 and then set it back to normal after
I wish they costed less lol but dumb big grinds like that are my thing
The people who love having pets are not the same kinds of people to be running a mold farm
same its why i dont have a lot of pets
dumb question how do i get the nanties to save
You should just have to type in an amount of nanites in the exosuit menu, then click save
Or Ctrl + S
ive saved it like 10 times and when i load the game they arent there
Huh weird, try loading the other save when you get into the game? Or maybe editing that other counterpart to the save in the editor
i dont got another save xD
It shouldn't have problems like that, make sure to press enter
All saves have two, restore point and auto
ah ok
If you click the save slots thing in the save menu of the editor you can pick!
Or the thing below save slots
I forgor
alright
If all else fails just give yourself 10 stacks of tainted metal or something
i was using the wrong save
Oof, both the game and the editor try to pick the most recently written save first so weird
what's that?
A tool used to combine and update mods for perfect compatibility
that sounds good, where do I find it?
It's on nexusmods, as it's own program. I linked it up there somewhere, hid the embeds for less clutter
I think I have finally finished my exploration modpack, infinite variety, planets can have multiplre regions/biomes, and completely dynamic terrain with like 3 different terrain mods that I tweaked and combined
ur making me want mods killin me
Do you have a pc?
Is this for personal use?
Did you get permission to use those terrain mods?
yeah its a mod list that I am going to hook to nexus with my own personal mods
yes
would you like to try the pack? im looking for people to test it atm
is it possible to try it on a diffrent save then my main one? if so ill test it
yeah just make a new save then delete when you want to go back on old one
ill gladly test ur pack whats in it?
make a new save then delete the new save?
ill test it out too looks sick
This statement is incorrect. AMUMSS does NOT need to be rewired or fixed for NMS updates. MBINCompiler\libMBIN, which are used by AMUMSS and every other tool dealing with game files, does. ๐
Just so clear, which Jason alluded to, if there are mods made by other people you'll need permission, else do it as a collection. There's a reason why you see very few modpacks on Nexus. PTSd is one of the few, the author of which gets permission from every author whose mod\script he uses, in writing, the correct way. Those who post mod packs without the required permissions tend to get banned by Nexus staff, when reported. Thee are no negotiations, no warnings, no slaps on the wrist. The rules are clear and if violated, they ban. Protect yourself from running afoul of the Nexus mod posting rules. If all of it is yours and nobody can show proof that you took from another established mod, then you're ok.
is there a mod that refreshes fleet expeditions more often and makes them have less ludicrous timers?
think that's hardcoded to be tied to a daily reset
and the UI is basically hardcoded to only have a certain amount of room, no scroll
Correct.
Alright I need to edit save files on Minotaur
You should just need the goatfungus save editor, which is rlly easy to use and impossible to mess up with https://github.com/goatfungus/nmssaveeditor
You should just have to right-click some minotaur tech slots and add the four Liquidator pieces. You can then package them later if you wish
Nice when do you plan on releasing?
@dark ridge see this post: #nms-modding message
Hi guys, I made a bit of a mistake. While doing the Living Ship questline, I believed to be stuck at some point and had to reset the mission to -1 in the savegame json. Since then, I always have the Child of Helios pop up when pulse driving, harassing me with Living Water like some crackhead lunatic.
Finishing the questline or setting all the living ship missions to -1 didn't fix it, neither did installing a mod and reducing the spawn chances to 0.
Not sure if I'm allowed to ping directly here, apologies if I'm not. I've been told @round sinew or @fallow meadow could help me out with their expertise, I'm at my wits end 
In my most recent attempt to restart the whole mission and hopefully settle down the jellyfish once I make use of the living water, I have deleted pretty much everything in relation to the mission and all its components from the savegame json but without success.
is there a mod to refresh frigate mission timers without editing mission rewards
no
This is modding chanel for NMS
Idk what you're trying to show here, but it isn't chanel for that.
Stay on topic
Read channel description if you don't know what the chanel is for
can anyone make a mod that reads dialog?
ai voice mod or something
tired of reading thousands of dialogs
Canโt.
is this the place to ask about a trading bot to get a specific ship ?
But keep in mind currently the bot is available only to paid users (Patreon supporters)
Any mods that speed up things like landing animations and speaking to npcs?
is there a way with a save editor or something like that to remove my current freighter and re-trigger the rng-free battle ones?
Do you really need a save editor for that though?
Can't you use the difficulty settings to enable free purchases, farm the freighter and accept it for free?
I already accepted it because I didn't know you could get better ones
it's a very bad C class
You can still get more, freighter battles keep happening
Also class doesn't really do a lot on freighters
True, but you can change the difficulty setting for it to be free
That wouldn't affect anything besides getting the survival and permadeath achievements i think
ohh I didn't know that, so basically after beating the pirates I can change the difficulty to easy then go talk to the guy in the freighter?
The difficulty menu is more complex than that, you can just change "purchases" to free
alright
the first one is not a recurring quest iirc
Alternatively if you don't wanna change your difficulty settings i could offer like 200m which would pay for any freighter
(Difficulty settings can be changed at any time and don't have any negative effects from changing them, besides surv/permadeath achievements i believe)
nah it's fine, I'll just go around and find a decent one, I have no idea how to identify the "special" ones, but I guess I'll figure it out.
It was bothering me quite a lot because I keep having all my inventories full and the freighter's is useless because it's too small
You can build storage container rooms inside your freighter if raw item storage is the issue
"special" as in the capital models? those are the ones that have more starting inventory space and also the ones that only appear in warp-in freighter battles (after your first or second one though)
There are no special freighters, are freighters are functionally identical
See !faq-freighters in #bot-spam for more info, since this is getting off-topic now
Give me a ping in here when you are around again. I can try help you out.
Awesome, much appreciated! I'm free in 10ish minutes
Alright, sounds good, ping me again and we'll have a look
anyone who knows how to make blue sky mods work?
You don't
Hello
All mods released before Worlds part 1 update are not compatible with the game and need to be updated
so there is no way to get blue skies anymore?
I just put MODS into my game folder, but got stuck on loading screen
If it comes with LUA / C# script, you can use tools like AMUMSS or NMS Mod Builder respectively to compile up-to-date versions yourself
is there anyone can help me?
Otherwise you'd need to extract PAK file yourself, decompile MBIN files, see what changes have been made
And recreate them on current game files, then compile and pack again into a working mod
so basically, this new update block any of mod?
Yes
I see..
All mods released before Worlds part 1 update are not compatible with the game and need to be updated
Trying to load an outdated mod might result in infinite loading screen
i will keep looking for the perfect planet i guess
yeah, endless looping
just want a green moon with green flora and a blue sk
guess you need to explore then
Anyway, is there any mod I can use?
!faq-modding
guntie wake up
Look through recently updated or new releases categories
Otherwise use AMUMSS / NMS Mod Builder apps to recompile older mods using their LUA / C# scripts respectively
@slim minnow Let's move to #964865106334875698
Sure
Is there a way other than unpacking the games assets to remove the "lag" when switching inventories?
a keybind would be immensly useful too
The NMS decompressinator might help with that, though for added filesize
yep that's what I thought, guess I'll just do that
I do it and it's nice, updates will break it of course but the process can be repeated without needing to update the program
upgrade your CPU
and possibly RAM
and possibly motherboard
5700g, octa core 4.6 all core boost
rtx 4070 12gb vram
32 gb 4000 mhz ram
I mean, sure it's not top of the line but if this is not enough holy bananas
Mine is only slightly better and I've never rlly experienced menu lag
it's not menu lag
it's stuttering when switching fast
I tend to do stuff before animations complete
let me try to get an obs clip
bud, I think that may be some funky engineside shit we have no control over. my comp is quite strong, but recently I had it get stuck in the inventory menu from switching between tabs too fast. entire game locked up
it was also switching tabs backwards >.>
I thought as much but it's pretty ridiculous
It looks like slow loading assets into memory
But they should be cached, one would assume at least
NMS is just...NMS sometimes
If you're having any load lag it's because of those components
Load lag is caused by decompression from paks
Your CPU/RAM is pretty much always the bottleneck in those scenarios because of that
So if unpacking is not to be used you can only upgrade your hardware to compensate
That or getting a job at HG and optimising the game
cpu bottleneck sounds the most likely, I'm trying to unpack now and see how it goes
does the engine seriously not keep the unarchived versions for x time at least or have some sort of cache?? This seems like a really easy optimization
We dunno for sure if but observations are to be believed, no
There're a lotta models loaded at one single moment I imagine HG don't think it's worthwhile to occupy 10s of GBs of RAM
While I'm here I might as well ask, how much engine API/game resources access is there for nms? Is it anything like the creation engine where everything(ish) can be changed or are most things internal?
to be clearer, can new behaviour be injected into the engine or maybe scripting? What about in-game items/resources/entities?
We overwhelmingly edit mbin files for our mods and those are largely limited to 1. Models 2. Materials (minus actual shaders) 3. Parameters that HG don't hardcode which are various but not necessarily deep
Conventional scripting is not really on the table
no creation kit planned right?
You can make quests which are the most custom logic-involved stuff but thag's about it
still does this even unpacked, but the loading times are just crazy fast now
Also makes the atmosphere -> space transition no longer hang
Which makes the mod that specifically did that obsolete since this does that but for the whole game
yeah this is a big one
hi! Does anyone know how %ITERATION% works? How does it get a value?
I did not extract/mine recently, so I don't have the files ready to be read.
Looks like a variable used in the localisation files. It will get a specific assigned format (font/colour) for the type of variable, and gets a value (likely string) assigned through I'd assume external process (exe). It will end up with a seeded Traveller name by the looks of it.
Are we going to find Sean just chilling in an Atlas station
this reminded me
๐
thanks. I'll look it up right now myself
I believe %ITERATION% in localisation only has a single occurence though (ITEMGEN_DATA_DESC)
A fragment of discovery data from planet %PLANET%, concerning local <STELLAR>%TYPE%<>. It is marked as having been collected by Traveller Iteration %ITERATION%. %DETAILS%
There is this as well, although I have not looked into it much if indeed related: https://github.com/monkeyman192/MBINCompiler/blob/0598df0f28863e987933c51110de8811a62987c7/libMBIN/Source/NMS/GameComponents/GcUniqueIdData.cs#L9
What does the file you linked mean though?
yes, it seems to be used once.
I'm noob at this
I tried search for "iteration" with my trusty visual studio code and mbin, but nope
If you look at https://nomanssky.fandom.com/wiki/Recovered_Item_(DATA)#Gallery, the pictures show that "%iteration%" becomes "a local Korvax explorer".
That's quite complex...
I found such "Recovered Item" (data type...) and I don't think it said "Korvax explorer"...
In most cases, lag is caused by loading\reloading large models (and ancillary files), which are stored compressed. Hence what decompressinator does, re-paks as uncompressed. No engine access, no api, no means of access planned, at least not until HG is completely done with the engine. Since their next game, which uses the same engine, isn't out yet, will be years.
NMS uses a lot of these "variables" which are substituted at runtime
If you see tooltip like "land on planet ...", "talk to NPC ...", "collect item ....", those all use various variables that get replaced with actual names or whole descriptions
There is no documentation for game's inner mechanics though, just trial and error and despair
oh... thanks.
I guess I'll do some tests then. ;)
does mod incompatibilities message mean game update incompat or inter mod issues?
or... both?
Prolly the latter
You wouldn't be able to load into the game with outdated mods at alll
thb i was surprised i got to the menu screen to start with
trying to load a save (not my main for testing purposes) crashed the game instantly
i was thinking inter mod rather than game updates, so thanks for that
I mean
If you can't actually load into the save
Then it's a mismatch between game version and mod version
All mods released before Worlds part 1 update are incompatible
So pick from recently updated or new releases on Nexus
i was pretty careful - but sure theres one or two that got missed
just didnt know the date cutoff
Or if the mod has lua or c# scripts available, use dedicated tools AMUMSS or NMS mod builder to recompile it for current game version
would that include colour swap mods for ships and weapons?
i did the lua thing
Any mod that touches on any MBIN files
Though even pure texture DDS mods need to be updated
Due to changes to compression or something like that
july 17 worlds 1 got released google says - so updates after then then?
Later patches definitely affected some files and mods might need to be updated as well
sop some mods need 5.0.3 rather than 5.0.0
But Worlds introduced a change to header of all MBIN files, making all older files from mods incompatible
So that is the definitive cutoff
2024-07-29 - 5.0.3
right, hard enough for the modders to keep up with major versions when minor versions affect their work too
If a game update replaced files ABC but mod replaces files GHI then there's no need to update the mod
makes sense but as a mod consumer i need to figure out how to identify which mods are compatible - sure, the consistent warnings about 5.0.0+ are great, but if a mod was updated for 5.0.0 and 5.0.3 requires it to be updated again that hard to keep track of for my brain - especially when there is like 10 days between mods becoming incompatible again
time to re-go over all my mods and their update dates (still waiting on others like better nms, but thats waiting on other mods to be updated - but was hoping to do a minor modded game with a few qol stuff but its not so simple it seems)
All would have needed to be updated since 17 July 2024. Within that group, some would have needed to be updated further for the 5.01.1 and 5.03 hotfix updates.
true - fairly sure they are all post 2024-07-17/5.0.0
It's fully dependent on what game files HG makes changes to, each update.
(other than the ones still waiting on updates of course)
This is not something mod user should be checking in my opinion
It should be mod authors duty to keep their mods updated if they decide to publish them
is there an easy way to find that out
obvisously comparing the gamepatch notes to the mod info - but the patchnotes are hard enough for me to find - the rickroll didnt help my experimental update i did bricking my main save a while back
apparently we have to look up a fan made thread on steam for the patchnotes
or so i was told
As a player, you do NOT want to run Experimental game builds if you also plan on using mods
You won't be able to tell which mods are compatible from patch notes alone
to explain my expedition was bugged out and i thought the experimental patch could fix it and patchnotes were nowhere to be fopund
There can be dozen of files controlling or contributing to a single game aspect
There are stealth fixes / changes HG does not include in patch notes
Almost nobody updates mods for Experimental, because it's a tiny portion of the player community running it. Just asking for the number of mod incompatibility crashes to skyrocket
so how would you suggest users find the which mods need updating info
Yeah, sometimes they post release notes, others not. When they decide to, can be found at https://steamcommunity.com/app/275850/discussions/0/4511003079822341151/
Honestly my advice is to use AMUMSS to recompile all mods you want to use every time there is an update
I tell users use this page https://www.nexusmods.com/nomanssky/mods/newrecently
Of course for mods that can be updated that way
Anything before date X, don't bother with
i went over my mod download history sorted by update date most recent
not sure where i went wrong though
Game starts updating, I yeet out all of files in MODS folder, I run a personal collection of Lua scripts through AMUMSS, I wait till it's finished
Not optimal but works for me
trying to keep a master list of all mods i want to use with the intent of turning them into pak files but probably doing something wrong
This is where mod managers, like Vortex seriously muck the game up. Don't know, nor care, about game file compatibility, so will happily install whatever. One of several reasons recommended not to use mod managers with NMS
so you keep luas to "update yourself" - but what about paks that dont decompile into luas?
Same as we all do, except I don't yeet, at first. In most cases will overwrite, if not, due to a name change, I go through after to remove old ones.
no .paks decompile into Luas
i have a coulpe that cannot
IF a .pak was made from an .Lua there will be a copy of the script in the .pak, unless the author has disabled that feature
the info said no lua included
Names of the mod please
Since just a couple, if you give the mod names or even better, links to the NexusMods mod pages, can see if there's a non-obvious Lua script for them laying about
cant get a lua from custom mods galore (though been a which not sure what it is)
ill find another
an lua - must of been before i knew about luas and merging mods
that helps that one
Often times, if the mod author doesn't provide an Lua in the .pak or as a separate download on the FILES tab, can find on the POSTS tab, if a 3rd party has written one for the mod.
is it correct that just running the lua through amumss is enough to update - because i feel i need to use another folder in amumss tools or such?
(oh that is helpful)
Yes. This might help: https://www.nexusmods.com/nomanssky/mods/2626
yes i forgot about that - its on my pc somewhere
If you find another you can't find an .lua for, just post here. I'll be back later and can check. ๐
there it is
cool will do thanks
looks like modscript_manager updates mods
gMech Hardframe Reskin Light
(gMech Hardframe Reskin Body could be split into a lua though)
gMultitool Boltcaster
ah - i had multitool mining beam blue and red in my master mod list - time to check all the colours
most of the gcolour swaps for multitool and ship that dont have an lau already seem to be unable to split into a lua
i do now have a question - i previously split (is this decomplied?) better nms mod into everything inside it - can i use the update feature to keep using this when the game updates?
in fact i have most of all my mods pre-5.0.0 split into luas saved into a folder
this new (for me) modscript manager is great - i can set my gcolour swaps for different sets - mostly either blue/green or black/red into separate folders and select one or the other - love it!
wow - so not all mods are working - but the save loaded
the 2 i noticed instantly were gship starrunner & utopiaspeeder colour swaps
so... i ran the luas and paks inside 6 or so ModlIst Folders (excluding one folder)
this created several (35 or so) errors, but the paks worked and i was able to load my save
- question: does doing this update the mods themselves?
then it did not create a combined pak, and then the errors in the form of conficts showed the paks needed to be combined to resolve
- so i took the paks from the mods folder and ran them through amumss again and am waiting for it to complete
the big question here is if this procedure is what i should be doing after each game update?
ah - theres an autocombine tick box i missed
When you process LUA script with AMUMSS, you are not updating mods
You are compiling them based on currently available game files on your systems
Amumss takes game files, modified them according to the instructions set in lua scripts, pack those modified files and other assets (if present) into functional PAK mod files
It will not magically update an old PAK to be compatible with current game version
Errors likely come from trying to use outdated PAKs for merging
Or from changes HG made to specific files that caused existing scripts to fail processing
my bad - the how to use pdf called doing this updating mods
Best course of action would be visiting the modding discord and posting the lua.log and report.log files after failed compile in the dedicated amumss channel there
!moddinglink
I mean it's essentially updating mods in sense of creating new versions based on new vanilla files
oooh errors reduced to 24 this time round (i redid things with the auto combine option enabled)
Not taking old files and updating them, that's the distinction I wanted to make
"limited soft update"
Also sounds like you're trying to merge a large amount of mods into one big PAK
If it's taking you so long
how many are there i wonder?
That is not recommended because the moment a new patch drops breaking up one mod in the big combine, you will need to redo the whole combine again
lol i was recommended to do it this way, ages ago - so just combine whats necessary then?
There is no limit to amount of Pak files you can have in MODS folder so it's better to merge only the mods that are conflicting with each other
that will take some time
I was fine running over 100 individual PAK files for a long time
And combined only those mods that were conflicting
Somebody help me please
Why my tainted metal doesnt add more? Its stuck on 1000x
I have 20K in my exosuit
first Aldaraan, now you want help... some fiction characters are mad
And that is related to modding how?
Just asking
question? if people mod in here certain things (modded ships , modded upgrades etcโฆ) could you give them to a console player such as me?
Depends on what you mean, if you mean can someone give you a save-edited ship then yes but I believe things like tech and SC layouts don't survive the swapping-through-NPCs transfer
Modded upgrades is in a similar boat where it also requires glitches to give other people even regular pre-packaged tech upgrades, the closest thing to a "modded" upgrade is just a perfect X-Class one
yes a saved edited ship , only because I would like a modded ship but iโm on console so I didnโt know if that would work
What kind of a modded ship? Like one of those exotic ships that are just featureless balls or something?
yeahhh
or
a red and black color exotic tier ship , just saves time and it would be really cool
I donโt mod usually so I wouldnโt know how it works and what you can and canโt do
Normally black isn't possible on exotic ships so I'm not sure if that's possible but I wouldn't be surprised with save editing in mind. If it's possible then it's definitely tradable to other players, as long as it doesn't require a mod to show which isn't common
do you mod? and if you can is that something you could try make possible?
I'm not well versed in modding or making ships directly since seeds are confusing, there's definitely people smarter than me who could cook such things up
As long as it's possible that is
if it is hypothetically speaking could maybe you pull some contacts who could try help me out or guide me to where I could find them? that would be a great help even this info is really helpful
or if anyone in this chat could help me do that , that would be great!
What FriendlyFire just described IS the standard definition of updating mods. Making the mod changes to current game files.
Best practice
If you combine all into one, may as well forget anyone helping you troubleshoot issues, if a lot of mods being combined, if an NMS update breaks one mod in the .pak, all will be broken.
@solid hawk can you help do this?
can anyone help me with save files
i want to transfer a modded steam save to xbox game pass
is it impossible
You can just use the nomnom save editor
thats the problem
i have absolutely no idea how
transfer save made me clueless and youtube has outdated tuorials
pls help ๐
It's easier than ever, just click edit and save transfer and pick the saves, though sometimes you gotta back out and go back into the menu for it to automatically grab IDs or grab them yourself
You need a save file to overwrite still on the destination platform
i figured out how to transfer xbox to steam but not steam to xbox
it says inaccessable
or incompatible
let me check
Someone else said it isn't or that they couldn't figure out how to update it, it's rlly weird
its the worlds update version
All platforms have that
yea
But steam is on 5.03
Build 126771 (I think that's what the bottom left means in mode select)
Huh... maybe that's not what that means
I literally did a transfer from steam to GP on this very version
For me, I just had to go into save transfer and select my steam account on the left and GP on the right, and select the correct save on the left and the dummy save on the right
I'm installing the game pass version right now to test this
wdym?? you need both versions of the game installed
@solid skiff
No gifs in this channel please
the save editor probably supports gog too but idk
You need the steam version to transfer steam saves to xbgp
goddamn it man
You could always replicate the file paths
sorry for wasting your time
and trick it maybe
how would you do that
literally just adding a HelloGanes > NMS > st_xxxxxxxxxxxxxxxxx to Appdata > Roaming but that's a mega longshot
im gonna do that
I think it needs more to go off of than that but like maybe
It has a good chance of working if you have the whole st_xxxxxxxxxxxxxxxx folder
are the Xs supposed to be my account number?
I think, not sure if they're corelated to steam IDs or not
they are
they are associated w the steamid64 decimal one
oh! lol well I can find my own steam ID online with my url as a search
so I doubt that!
anybody with my basic username could find that
there are utilities called cookie editors, all they need is your steam id and your page to steal your account
they find your password and login instantly
well then they should have all 34278632467365276 steam accounts by now
๐
because finding someones steam ID seems like it could be done in seconds lol
true
steamidfinder.com is clearly complacent in an account stealing ring by those metrics /j
is the st folder supposed to look like this
aw :<
ill crack it and attempt again, thanks alot man
I don't know why it wouldn't unless it tries to find nms or smth, I'm out of ideas
there's def more to do
Hell, I manually did mine
You might have to manually do yours
Changing every individual instance of your IDs and names to the destination platform equivalents
dumb it down
It was messy but it worked
how do you even correlate the two thats crazy
copying your LID, UID, USN and PTK from your destination platform to overwrite the old ones, mostly manually
@solid skiff im trying to understand the problem. If you have GP PC shouldn't you be able to just edit that save?
why use the steam one?
hi friend, the steam one has these
dude you can just MAAKE THAT
i mean i guess thats possible
ill try
using an existing save
idk where to get a save editor which does that
the cheat engine one is discontinued
i mean nomnom ig but i know it's imperfect
nomnom doesnt get you this ๐
that's just stuff you cna do manually.
But transferring a steam save data to GP data may get trickier.
With the Ultimate subscription you could just straight edit your GP PC version
Well goatfungus' did
wdym?
and how
oh nevermind i have the normal sub not the ultimate
so i need to resort to this
you should be able to just set all blueprints and stuff to "learned"
In goatfungus's you could just ctrl+a and learn all of them, which included customisation options and quicksilver titles, many unreleased
there's unlock all buttons right there! I think they would work for that
What i mean is there are properties in the save file directly related to its platform.
GP Ultimate subscription allows for transferring cross save from PC gamepass to Xbox GP.
Transferringg steam save to xbox.. idk. It may be possible, but im not sure how
It is, I did it like 2 weeks ago
yeah its 100% possible but i dont have both games
It's a feature built into Nomnom, saves go both ways
the issue was i wanted a steam save on gp
i didnt have the steam version
the steam save is from nexus
i didnt understand that
so i asked for help then i realised i needed the steam version
๐ค yea..
so i wasted everyones time with that ๐
ill try that
as long as you're not hinting at using illicit copies of NMS here, we're all good ๐
It's okay, just press those buttons on your existing save and see what happens. Note that the titles will unlock across your account and I don't know how you would undo that so you would permanently have a bunch of weird anomaly titles and also all 15 expedition titles
I think exp2 had 2 titles
dont worry man im not gonna talk about anything of the sort
well we will see lol
I accidentally did this and had to manually remove them all lol and remember which ones I had
the wiki has all the title IDs which was a godsend
are the titles a bad thing or does it show ive modded the account
Nothing bad, just more cosmetic options
They'll just be in your list of equippable titles
No more cumbersome than the X-0 suit
whats the x-0 suits
a game this big makes me wonder how the hell people actually ran rtx on most games on the 2060
its so insane to comprehend
It was an overhyped thing, nobody really ran rtx stuff with those besides minecraft at 20fps
imagine turning it on for the first time and getting a "app unresponsive" pop-up
to be fair, 2060 did not support rtx afaik.
2070 super was the first to
fair enough
still weird how the first gen of rtx was barely able to do it's namesake lol, the 30 series was justifiably hyped
nah the 2080 is such a beast
the 40 series is just 30 the sequel, like how 20 was 10 the sequel
very true, still not something I'd ever say is outclassed or obsolete
Same with the 1080 tho
the 1080 is somehow up with the 3060
Yeah it's crazy, and even then the 3060 is really really good
2080 TI ๐
I'm not surprised it's becoming the new 1060/1660
are we pushing the standards or is nvidia creating such underpowered future cards
๐
just don't talk about the 4060, that card should have not been made
Still looking for anyone who wants to help test my exploration mod list that will soon be up on nexus collecitons ๐
me sitting here with a 4060
its funny because i pray every day for me to wake up with a radeon card instead of this piece of crap
its an underpowered 2060
What's wackier is the 4070ti being as good as the 3090 (ik it's a rebranded 4080 12gb but still lol)
to be fair its still really powerful
oh my bad. didn't mean to imply anything.
Its a card that can still perform well for 1080p.
but its a bit of a waste considering older gen ones doing betetr
oh no man if anything id agree with you
im telling my brother that if he upgrades hes gonna go full AMD
just hope he listens
there is so many expedition rewards wow
Has it worked?
You should already have the quicksilver items claimed
Did you check the appearance customizer for the xbox helm?
was it there? or not
nope
I forget what I did to give it to my creative save
thats fine man
it should be in crafted products but it's icon is a blob and I saw that you can aparrently craft it as an item for some reason that way so idk ๐
where can i find my crafted products
in the catalogue, the middle thing
though I imagine you already clicked "unlock all" there
only quicksynthesis
???
yeah
i didnt see the different tabs
i did just now
hopefully should be there now
that should add literally everything available in the game! including unobtainable legacy base parts for both freighter and planetary building
including many expedition-exclusive crafting recipes that do nothing and are best left ignored
like you can now install entire extra engines or whatever idek
it was weird
nothing bad about crafting more things until you put an extra engine onto a ship that can never be removed and probably does nothing but act as adjacency fodder
You can also unlock all words, all max ranks, pre-release ships, and anything money or nanites can buy manually, and even supercharge ALL exosuit, starship and multitool tech slots
i wasnt even reading and now my jaw dropped
i was unfocused
im still loading in
hahaha
thanks dude
this should increase the filesize of the game to like 50gb
but it fixes EVERY stutter
updates will break it but you can just redo the program
you can also delete the old files after it finishes, idk if it'll work w the gamepass version but it should
there aren't big differences since mods work uninhibited w it
thats alright
aslong as everything runs beautifully
same here ๐ซก
i wont even lie you guys are probably the coolest mods and helpers ive ever spoken to
i talked to this one helper in an elden ring modding server
about what mods i can use for a certain boss
he said "get better"
i mean i already know that but damn dude
is it done?
nevermind
it continued
my pc
help
ollag
lag
I would have personally waited until they're done this patch phase ๐
couple days youll have to do it again
unfortunate
id do it again lol
this took so long holy
it finished decompressing now
it destroyed my fps
there is still stutter
๐
โฆ and people wonder why itโs not how HG does it.
how do i fix it
i now know why they compressed it
its as big as gta
Also requires you to read a LOT more from storage.
How do you fix what?
how do i compress it again
Iโm not sure. Never done that before.
I mean you can use psarctool to compress everything in the same way HG did it, but I donโt know what those settings are.
Another option is reinstall.
probably the better option
curious why it had the adverse effect on you.
to be clear that should only be done when your game is installed on fast ssd
Fast ssd and โslowerโ CPU
im running this game on a HDD and i keep my competitive or multiplayer games on hdd
do you recommend SSD?
13th gen i5
even in normal conditions without using the unpacked files you should not be running NMS on a spinning HDD
that goes for most modern games too
๐
i assume your loading times are terribl;e
this old boy has been in service for 3 years
and it makes sense why it was taking so long to unpack as well
could watch a whole yt video before loading the game
i couldve gotten married in that time period lmao
I have only played on HDD with NMS.
why wont it embed
I mean the option is there, fine.
But i would always recommend installing it on ssd
!familiarrole @solid skiff
@solid skiff
-#
to view info below, enable embeds
โข ๐
Unlock uploads, link embeds, reactions, and #memes๐คก with <@&337090468900765706> role (Xp Level 5).
โข
Chat to gain Xp (except #bot-spam where you run commands). Don't spam, there's a cooldown. Run !Xp to check level & !RoleHelp for more info.
โข ๐ธ #nms-media ยป any NMS capture (add text for Xp). Other channels for screenshots? Run !ImageHelp
meaning when you hit lvl 5 embeds will unlock :)
oh lol
If wanting to drive fast, I would recommend a Ferrari F40, but I donโt have one.
but yeah what im trying to show is if youd look at the video im running the game at 10 fps
with 9 of iot being stutters
woah guys i deleted the game and it deleted the mods with it
would you look at that
awesome
If running on HDD I would defrag the NMS folder. You can do this with free Defraggler.

no need im reinstalling
see ive done this so many times i have a habit of creating a winrar mod archive dedicated to every game i played
